class MarioItem_Stationary extends Pawn abstract;

var bool bFlee;
var bool bRotate;
var Vector myVelocity;

DefaultProperties
{	
	Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
		ModShadowFadeoutTime=0.25
		MinTimeBetweenFullUpdates=0.2
		AmbientGlow=(R=.01,G=.01,B=.01,A=1)
		AmbientShadowColor=(R=0.15,G=0.15,B=0.15)
		LightShadowMode=LightShadow_ModulateBetter
		ShadowFilterQuality=SFQ_High
		bSynthesizeSHLight=TRUE
    End Object
	Components.Add(MyLightEnvironment)
	Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0
		LightEnvironment=MyLightEnvironment
	End Object
	Components.Add(StaticMeshComponent0);
	Begin Object Name=CollisionCylinder
		CollisionRadius=+0020.000000
		CollisionHeight=+0010.000000
	End Object
	Components.add(CollisionCylinder)

	//bFlee = true;
	bRotate = false;
	bCollideWorld=true;
	bDirectHitWall=true;
	bCollideComplex=true;
	bBlockActors=false;
	//bStatic = false;
	bMovable = false;
	
	//bCollideActors=true;

	//bBlockActors=true;
	//bBounce=false;
//	CustomGravityScaling = 0.20;
}

simulated function PostBeginPlay() 
{
	Super.PostBeginPlay();
	`log("MARIO ITEM SPAWNED");

	myVelocity.X = 0.0;
	myVelocity.Y = 0.0;
	myVelocity.Z = 0.0;
	

	SetCollisionType(COLLIDE_TouchAll);
	//SetPhysics(PHYS_Falling);
}

auto state motionless {
	
	event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )
	{
		super.Touch(Other, OtherComp, HitLocation, HitNormal);
		//`log("Touched: "$Other);
		if (MarioPawn(Other).IsPlayerPawn()) {
			//MarioPawn(Other)
			DoItemEffect(Other,OtherComp,HitLocation,HitNormal);
			Destroy();
		}
		//myVelocity = myVelocity*HitNormal*-1;
	}

	
}


function DoItemEffect(Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal){}